<?php
/**
 * <https://y.st./>
 * Copyright © 2018 Alex Yst <mailto:copyright@y.st>
 * 
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <https://www.gnu.org./licenses/>.
**/

$xhtml = array(
	'<{title}>' => 'The vegan dressings',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<section id="Minetest">
	<h2>Minetest log</h2>
	<p>
		I did a little programming today to try to get the basic parts of Minequest, Revisited working.
		I quickly found though that I needed to decide how the main $a[API] should be designed before I could get much of the other parts of the code even started.
		I thought about giving it a similar $a[API] as Minequest Classic, but that $a[API] just didn&apos;t seem right for Minequest, Revisited.
		Eventually though, I found what I think to be the roadblock issue in Minequest Classic development: some of my planed abilities were ... well, I don&apos;t know quite how to put this well, but they inhabited a sort of mid-range of possible designs.
		I split up some major abilities that worked well into mid-sized chunks to distribute to multiple items.
		Effects that had been applied to all relevant items before got split to work only on a certain group of items for each mid-sized ability.
		It was ugly.
		However, splitting them into even smaller chunks makes it not so horrid in design.
		If the effect only applies to a single type of item, it feels a lot less hacky.
		It&apos;s that unhappy middle I need to avoid, so I guess I&apos;m going to go back to working on Minequest Classic.
	</p>
</section>
<section id="groceries">
	<h2>Grocery shopping</h2>
	<p>
		I went to get ingredients for chilli after work, and ended up finding the vegan salad dressings I&apos;d been looking for before.
		That store keeps most of the vegan substitute foods in the health food section.
		I checked both there and in the salad dressing isle, but didn&apos;t find what I wanted.
		It turns out there&apos;s a small section of refrigerated (even before opened) salad dressings elsewhere though, and that&apos;s where the vegan substitute dressings are.
		It looks like making your own ranch is a bit cheaper than buying it premade though.
	</p>
	<p>
		I thought I had kidney beans at home, so I didn&apos;t buy any, but it looks like I don&apos;t.
		I guess I&apos;ll need to get those later.
	</p>
</section>
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			I forgot to mention baseline wandering myself.
			The baseline recalibration is important for making sure bits are interpreted correctly.
			Deterioration in the hardware of the sender of the receiver could cause either the sender to send bits with a different signal strength than in the past, or cause the receiver to see the bits as having a different strength than before even if they&apos;re identical.
			To account for these changes, recalibration is done periodically, but because the average signal strength is used to determine the new threshold between zeros and ones, this necessarily creates a dependence on a balanced signal.
			An unbalanced signal will skew the perceived threshold for the receiver.
			After that, any of the rarer variety of bits (zeros or ones) will be harder to perceive, as it won&apos;t take much variance for them to look like their opposite.
		</p>
	</blockquote>
</section>
END
);
